4. AFFORDANCE
Affordance maens “What you can do with something”. (Neilsen/Budiu
)
An other definition of Affordance
“What the user CAN SEE that an OBJECT DOES”.
Affordance answers how do i use it?
• Giving a clue...!
• Example:
switch for toggling
chairs are for sitting
table for placing things on 4
6. PERCEIVED AFFORDANCE
“The perceived properties of the object that suggest how one could use it”
OR
“Type of actions a user perceives to be possible”
Problems occur when
These are not the same,
People’s perceptions are not what the
designer expects
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11. MAPPINGM
the relationship between control and their effect....
the natural relationship between controls and displays
e.g., when we preess the on button of swith then the light wiill be on...or off...
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13. MAPPING PROBLEMS
Quick, open the top drawer
Mapping:
suggests it should open
the drawer but doesn’t
Affordance:
handle is for pulling
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14. CAUSALITY
the thing that happens right after an action is
assumed by people to be caused by that action
interpretation of “feedback”
false causality
• incorrect effect
– invoking unfamiliar function just as computer hangs
– causes “superstitious” behaviours
• invisible effect
– command with no apparent result often re-entered repeatedly
– e.g., mouse click to raise menu on unresponsive system
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16. CONSTRAINTS
• The state of being checked, restricted, or compelled to avoid or perform some action.
• For the effective and efficient use of any application constraints are really necessary.
• There are certain types of constraints:
– Cultural constraints.
– Logical constraints.
– Physical constraints.
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21. CONVENTIONS
• Conventions are actually cultural constraints.
• They can’t be change so easily.
• Designers must have to kept in mind and design according to the international
standards.
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